newt's Forum Posts

  • Not sure what buddy40's cap did, but destroying the object works.

  • Perhaps, if you haven't already, you should try one of the starter tutorials from Gm, and then try the Ghost Shooter tutorial here.

  • heh

    Yea pictograms!

    Bleh, pwned by bbcodes.

    Screw you web wiz forum

    • Post link icon

    I hear Construct Classic R2 makes a nice stocking stuffer....

  • You can import midi into lmms, and fruity loops, and with a little tinkering export it as wav, etc.

    Also kbdmaster, learn to capitalize. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Not too sure how that would work since the workspace is either occupied by the layout or the event editor. You could pull from the object list, but you have no way to grab what that particular event was referring to, IE .x,.y, variables, etc.

    What would be nice is how the events would remember the specifics when you did the backspace trick in CC.

  • Ashley should be adding overlap at offset soon.

    Thats whats needed here.

    Other wise you would be checking enemy.x < player.x +offset

  • Big difference between object1.x > object2.x, and object2.x > object1.x.

    Basically your first comparison is picking object1, if any of object2 meet the condition.

    What you want is to pick object2 if any of object1 meet the criteria.

  • every tick system set scroll.x to lerp(scroll.x,mouse.x,1-0.5^dt), set scroll.y to lerp(scroll.y,mouse.y,1-0.5^dt)

  • Might try something like:

    -+global variable "launched"=1

    ->sprite.count= 0

    .count is the number of objects that exist on the layout.

  • You can get rid of the ifs using conditionals:

    loopindex%2=0 ?white :black, but I think Kiyoshi's method would be better.

    Chances are you'll want to use an array, rather than a physical representation for ai anyway.

  • Yeah noticed overlap at offset missing the other day. Its actually kinda annoying to implement using compare x or y.

  • Comparing frames when an animation is playing may not work well, there is a chance that frames may be skipped if the game lags.

    Might try the system wait action, like if animation attack is playing, trigger once, wait n seconds... do stuff.

  • As I mentioned in the exe thread, expanded export settings would imo be a good idea for the future. Making it easier for the user to customize the exported page, including preventing selecting element as well as cosmetic stuff.

    Why stop at the exporter? As it stands C2 is aimed at just the canvas element, but there's no reason that certain objects can't be applied outside the canvas at some future date.

    If that ability were added, you could simplify things like that as an object/ plug.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • There's really no perfect answer to either question I'm afraid.

    You'll find it difficult to sell a html5 game outright, as anybody can access the game once its on the net. You can do a few things like unlock certain parts when a user buys access using a code, or perhaps place the game on a page with adds.

    Then there is no time frame for an exe, or even a guarantee that there will be one. All we know right now is an exporter will be possible when a development kit is released sometime in the future.